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path: root/tools/util/godot_scene.h
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#ifndef TOOLS_UTIL_TSCN_H_
#define TOOLS_UTIL_TSCN_H_

#include <map>
#include <memory>
#include <string>
#include <utility>
#include <variant>
#include <vector>

namespace com::fourisland::lingo2_archipelago {

struct GodotExtResource {
  std::string type;
  std::string path;
};

struct GodotExtResourceRef {
  std::string id;
};

using GodotInstanceType = std::variant<std::monostate, GodotExtResourceRef>;

struct GodotNode {
  std::string name;
  std::string parent;
  GodotInstanceType instance_type;

  std::string GetPath() const;
};

class GodotScene {
 public:
  GodotScene(std::map<std::string, GodotExtResource> ext_resources,
             std::vector<GodotNode> nodes)
      : ext_resources_(std::move(ext_resources)), nodes_(std::move(nodes)) {}

  const GodotExtResource* GetExtResource(const std::string& id) const {
    auto it = ext_resources_.find(id);
    if (it != ext_resources_.end()) {
      return &it->second;
    } else {
      return nullptr;
    }
  }
  const std::vector<GodotNode>& GetNodes() const { return nodes_; }

 private:
  std::map<std::string, GodotExtResource> ext_resources_;
  std::vector<GodotNode> nodes_;
};

GodotScene ReadGodotSceneFromFile(const std::string& path);

}  // namespace com::fourisland::lingo2_archipelago

#endif /* TOOLS_UTIL_TSCN_H_ */
span>= 2; optional string name = 3; } message PaintingIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; } message PanelIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string answer = 4; } message KeyholderIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string key = 4; } message HumanConnection { message Endpoint { oneof endpoint { RoomIdentifier room = 1; PortIdentifier port = 2; PaintingIdentifier painting = 3; PanelIdentifier panel = 4; } } oneof From { Endpoint from = 1; string from_room = 5; } oneof To { Endpoint to = 2; string to_room = 6; } optional bool oneway = 3; optional DoorIdentifier door = 4; // If true, this connection will only be logically allowed if the Daedalus // Roof Access option is enabled. optional bool roof_access = 7; // This means that the connection intentionally skips the target object's // required door. optional bool bypass_target_door = 8; // This means that the connection should additionally require all purple // letters when the Strict Purple Ending option is on. optional bool purple_ending = 9; // This means that the connection should additionally require all cyan letters // when the Strict Cyan Ending option is on. optional bool cyan_ending = 10; } message HumanConnections { repeated HumanConnection connections = 1; } message HumanDoor { optional string name = 1; repeated string receivers = 2; repeated PaintingIdentifier move_paintings = 8; // The set of panels that must be solved to open this door. repeated PanelIdentifier panels = 3; // If set, the number of panels from the above set that need to be solved. // Warning: this is a messy kind of OR logic! Consider if there's another way. optional uint64 complete_at = 9; optional string control_center_color = 6; repeated KeyholderIdentifier keyholders = 10; repeated RoomIdentifier rooms = 11; repeated DoorIdentifier doors = 12; repeated string endings = 13; optional bool double_letters = 15; // Sender nodes to be added to the list of requirements for triggering the // location. Only for senders that have no logic requirements. repeated string senders = 16; optional DoorType type = 4; optional string location_room = 5; optional string location_name = 14; } message HumanDoors { repeated HumanDoor doors = 1; } message HumanPanel { optional string name = 1; optional string path = 5; optional string clue = 2; optional string answer = 3; repeated PuzzleSymbol symbols = 4; repeated Proxy proxies = 6; optional DoorIdentifier required_door = 7; optional RoomIdentifier required_room = 8; optional string display_name = 9; } message HumanPainting { optional string name = 1; optional string path = 2; optional string display_name = 4; optional string orientation = 3; optional bool move = 6; optional bool enter_only = 7; optional AxisDirection gravity = 8 [default = Y_MINUS]; optional bool exit_only = 9; optional DoorIdentifier required_door = 5; } message HumanPort { optional string name = 1; optional string path = 2; optional string orientation = 3; optional AxisDirection gravity = 5 [default = Y_MINUS]; optional DoorIdentifier required_door = 4; } message HumanKeyholder { optional string name = 1; optional string path = 2; // If this is set, the keyholder will become a location when keyholder shuffle // is enabled. This value specifies the key that is required to clear the // location. It should be the same as the key needed for Green Ending. The // only cases when this shouldn't be set is the two disappearing keyholders in // The Congruent. optional string key = 3; } message HumanLetter { optional string key = 1; optional bool level2 = 2; optional string path = 3; } message HumanMastery { optional string name = 1; optional string path = 2; } message HumanEnding { optional string name = 1; optional string path = 2; } message HumanRoom { optional string name = 1; optional string display_name = 2; // This is used in panelsanity location names and location names for STANDARD // doors generated from panels in the same area. optional string panel_display_name = 10; repeated HumanPanel panels = 3; repeated HumanPainting paintings = 4; repeated HumanLetter letters = 5; repeated HumanPort ports = 6; repeated HumanKeyholder keyholders = 7; repeated HumanMastery masteries = 8; repeated HumanEnding endings = 9; } message HumanMap { optional string display_name = 1; repeated string excluded_nodes = 2; } message HumanProgressive { optional string name = 1; repeated DoorIdentifier doors = 2; } message HumanProgressives { repeated HumanProgressive progressives = 1; } message HumanDoorGroup { optional string name = 1; optional DoorGroupType type = 2; repeated DoorIdentifier doors = 3; } message HumanDoorGroups { repeated HumanDoorGroup door_groups = 1; } message HumanGlobalMetadata { repeated string special_names = 1; optional uint64 version = 2; } message IdMappings { message RoomIds { map<string, uint64> panels = 1; map<string, uint64> masteries = 2; map<string, uint64> keyholders = 3; } message MapIds { map<string, uint64> doors = 1; map<string, RoomIds> rooms = 2; } map<string, MapIds> maps = 1; map<string, uint64> special = 2; map<string, uint64> letters = 3; map<string, uint64> endings = 4; map<string, uint64> progressives = 5; map<string, uint64> door_groups = 6; }